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#include <igl/boundary_conditions.h>
#include <igl/colon.h>
#include <igl/column_to_quats.h>
#include <igl/directed_edge_parents.h>
#include <igl/forward_kinematics.h>
#include <igl/jet.h>
#include <igl/lbs_matrix.h>
#include <igl/deform_skeleton.h>
#include <igl/readDMAT.h>
#include <igl/readMESH.h>
#include <igl/readTGF.h>
#include <igl/opengl/glfw/Viewer.h>
#include <igl/bbw.h>
#include <Eigen/Geometry>
#include <Eigen/StdVector>
#include <vector>
#include <algorithm>
#include <iostream>
typedef
std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
RotationList;
const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
int selected = 0;
Eigen::MatrixXd V,W,U,C,M;
Eigen::MatrixXi T,F,BE;
Eigen::VectorXi P;
RotationList pose;
double anim_t = 1.0;
double anim_t_dir = -0.03;
bool pre_draw(igl::opengl::glfw::Viewer & viewer)
{
using namespace Eigen;
using namespace std;
if(viewer.core().is_animating)
{
// Interpolate pose and identity
RotationList anim_pose(pose.size());
for(int e = 0;e<pose.size();e++)
{
anim_pose[e] = pose[e].slerp(anim_t,Quaterniond::Identity());
}
// Propagate relative rotations via FK to retrieve absolute transformations
RotationList vQ;
vector<Vector3d> vT;
igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
const int dim = C.cols();
MatrixXd T(BE.rows()*(dim+1),dim);
for(int e = 0;e<BE.rows();e++)
{
Affine3d a = Affine3d::Identity();
a.translate(vT[e]);
a.rotate(vQ[e]);
T.block(e*(dim+1),0,dim+1,dim) =
a.matrix().transpose().block(0,0,dim+1,dim);
}
// Compute deformation via LBS as matrix multiplication
U = M*T;
// Also deform skeleton edges
MatrixXd CT;
MatrixXi BET;
igl::deform_skeleton(C,BE,T,CT,BET);
viewer.data().set_vertices(U);
viewer.data().set_edges(CT,BET,sea_green);
viewer.data().compute_normals();
anim_t += anim_t_dir;
anim_t_dir *= (anim_t>=1.0 || anim_t<=0.0?-1.0:1.0);
}
return false;
}
bool key_down(igl::opengl::glfw::Viewer &viewer, unsigned char key, int mods)
{
switch(key)
{
case ' ':
viewer.core().is_animating = !viewer.core().is_animating;
break;
case '.':
selected++;
selected = std::min(std::max(selected,0),(int)W.cols()-1);
viewer.data().set_data(W.col(selected));
break;
case ',':
selected--;
selected = std::min(std::max(selected,0),(int)W.cols()-1);
viewer.data().set_data(W.col(selected));
break;
}
return true;
}
int main(int argc, char *argv[])
{
using namespace Eigen;
using namespace std;
igl::readMESH(TUTORIAL_SHARED_PATH "/hand.mesh",V,T,F);
U=V;
igl::readTGF(TUTORIAL_SHARED_PATH "/hand.tgf",C,BE);
// retrieve parents for forward kinematics
igl::directed_edge_parents(BE,P);
// Read pose as matrix of quaternions per row
MatrixXd Q;
igl::readDMAT(TUTORIAL_SHARED_PATH "/hand-pose.dmat",Q);
igl::column_to_quats(Q,pose);
assert(pose.size() == BE.rows());
// List of boundary indices (aka fixed value indices into VV)
VectorXi b;
// List of boundary conditions of each weight function
MatrixXd bc;
igl::boundary_conditions(V,T,C,VectorXi(),BE,MatrixXi(),MatrixXi(),b,bc);
// compute BBW weights matrix
igl::BBWData bbw_data;
// only a few iterations for sake of demo
bbw_data.active_set_params.max_iter = 8;
bbw_data.verbosity = 2;
if(!igl::bbw(V,T,b,bc,bbw_data,W))
{
return EXIT_FAILURE;
}
//MatrixXd Vsurf = V.topLeftCorner(F.maxCoeff()+1,V.cols());
//MatrixXd Wsurf;
//if(!igl::bone_heat(Vsurf,F,C,VectorXi(),BE,MatrixXi(),Wsurf))
//{
// return false;
//}
//W.setConstant(V.rows(),Wsurf.cols(),1);
//W.topLeftCorner(Wsurf.rows(),Wsurf.cols()) = Wsurf = Wsurf = Wsurf = Wsurf;
// Normalize weights to sum to one
W = (W.array().colwise() / W.array().rowwise().sum()).eval();
// precompute linear blend skinning matrix
igl::lbs_matrix(V,W,M);
// Plot the mesh with pseudocolors
igl::opengl::glfw::Viewer viewer;
viewer.data().set_mesh(U, F);
viewer.data().set_data(W.col(selected));
viewer.data().set_edges(C,BE,sea_green);
viewer.data().show_lines = false;
viewer.data().show_overlay_depth = false;
viewer.data().line_width = 1;
viewer.callback_pre_draw = &pre_draw;
viewer.callback_key_down = &key_down;
viewer.core().is_animating = false;
viewer.core().animation_max_fps = 30.;
cout<<
"Press '.' to show next weight function."<<endl<<
"Press ',' to show previous weight function."<<endl<<
"Press [space] to toggle animation."<<endl;
viewer.launch();
return EXIT_SUCCESS;
}